{% extends 'base.html' %}
{% load static %}
{% csrf_token %}
{% block extra_css %}

<!-- 服务器弹不出来 -->
    <style>
        *{
            margin:0;
            padding:0;
            text-decoration: none;
            box-sizing: border-box;
        }
        ul,li{
            list-style: none;
            border:none;
        }
        .clear:after{
            content:"";
            display:block;
            clear:both;
        }
        body{
            overflow: hidden;
        }
    </style>
{% endblock %}

{% block content %}
    <!-- 引入3D库-->
    <script src="{% static "js/three.js" %}"></script>
    <!-- 引入控制器-->
    <script src="{% static "js/OrbitControls_alter.js" %}"></script>
    <!-- 引入动画库-->
    <script src="{% static "js/tween.min.js" %}"></script>


<script>
    //添加场景
    var scene = new THREE.Scene();
    //添加坐标轴
    scene.add(axes = new THREE.AxisHelper(100));

    //配置相机
    var camera;
    function initCamera(){
        camera = new THREE.PerspectiveCamera(45,window.innerWidth/window.innerHeight,0.1,2000);
        camera.position.set(0,150,300);
//        camera.lookAt({
//            x : 0,
//            y : 1000,
//            z : 0
//        });

    }
    initCamera();

    //配置光源
    var dircLight;
    function initLight(){
        dircLight = new THREE.DirectionalLight(0xffffff);
        dircLight.position.set(300,400,200);
        scene.add(dircLight);
        scene.add(new THREE.AmbientLight(0x444444));
    }
    initLight();

    //设置渲染器
    var renderer;
    function initRenderer(){
        renderer = new THREE.WebGLRenderer({
            antialias:true//抗锯齿:true
        });
        renderer.setSize(window.innerWidth,window.innerHeight);//画布尺寸
        renderer.setClearColor('#39609B');//背景色
        document.body.appendChild(renderer.domElement);
    }
    initRenderer();

    //设置贴图
    var floorTexture;//地板贴图
    function initTexture(){
        floorTexture = THREE.ImageUtils.loadTexture('{% static "img/floor.jpg" %}', render);
        floorTexture.wrapS = floorTexture.wrapT = THREE.RepeatWrapping;//两个方向都重复
        floorTexture.repeat.set(14,10);//两个方向上的重复数
    }
    initTexture();

    //floor
    var floor;
    function initFloor(){
        var geometry = new THREE.BoxGeometry(400,2,300);
        var material = new THREE.MeshLambertMaterial({
            color:0xffffff,
            map:floorTexture
        });
        floor = new THREE.Mesh(geometry,material);
        floor.position.set(0,-1,0);
        scene.add(floor);
    }
    initFloor();

    //画机柜上的编号贴图
    function canvasTxture(str){
        var canvas = document.createElement("canvas");
        canvas.width = 50;
        canvas.height = 40;
        var ctx = canvas.getContext("2d");
        var g = ctx.createLinearGradient(0,0,50,40);
        g.addColorStop(0,"#777");
        g.addColorStop(1,"#777");
        ctx.fillStyle = g;
        ctx.fillRect(0,0,50,40);
        ctx.textBaseline='top';
        ctx.font="20px SimHei";
        ctx.fillStyle = "#00ffff";//编号颜色
        var txtWidth = ctx.measureText(str).width;
        ctx.fillText(str ,50/2-txtWidth/2,40/2-20/2);
        var texture = new THREE.Texture(canvas);
        texture.needsUpdate = true;
        return texture;
    }

    //机柜
    //构造机柜:参数x坐标,z坐标,机柜号
    function Cabient(x,z,cabNmb){
        this.x=x;
        this.z=z;
        this.y=0;
        this.number = cabNmb;

        var dk = 30;//底宽
        var dc = 40;//底长

        //设置机箱的外壳

        var texture1 = THREE.ImageUtils.loadTexture('{% static "img/rack_panel.jpg" %}', {}, render);//机箱外表贴图
        var texture3 = THREE.ImageUtils.loadTexture('{% static "img/cabz.jpg" %}', {}, render);//cabz
        var texture2 = THREE.ImageUtils.loadTexture('{% static "img/caby.jpg" %}', {}, render);//caby


        var cabGroup = new THREE.Group();
        //cabGroup的平面中心是机柜主体的平面中心
        cabGroup.position.set(this.x,this.y,this.z);
        cabGroup.name = 'cabGroup';


        var cabMatLambert = new THREE.MeshLambertMaterial({//设置朗伯材质和贴图
            color:0x8E8E8E,
            map:texture1
        });
        var cabMatBasic = new THREE.MeshBasicMaterial({//设置基础材质和贴图
            color:0x8E8E8E,
            map:texture1
        });

        var cabdGeo = new THREE.BoxGeometry(dk,2,dc);//箱主体底宽30，高2，长40
        var cabd = new THREE.Mesh(cabdGeo,cabMatBasic);
        cabd.position.set(0,1,0);

        var cabzGeo = new THREE.BoxGeometry(2,88,dc);//箱左侧，厚2，高88，长40
        var cabzMaterials = [];
        cabzMaterials.push(//push顺序：X轴正、反，Y轴正、反，Z轴正、反
            cabMatLambert,
            cabMatLambert,
            cabMatLambert,
            cabMatLambert,
            new THREE.MeshBasicMaterial({
                color:0xBEBEBE,
                map:texture2
            }),
            cabMatBasic
        );
        var cabzMat = new THREE.MeshFaceMaterial(cabzMaterials);
        var cabz = new THREE.Mesh(cabzGeo,cabzMat);
        cabz.position.set(dk/2-1,46,0);

        var cabyGeo = new THREE.BoxGeometry(2,88,dc);//箱左侧，厚2，高88，长40
        var cabyMaterials = [];
        cabyMaterials.push(
            cabMatLambert,
            cabMatBasic,
            cabMatLambert,
            cabMatLambert,
            new THREE.MeshBasicMaterial({
                color:0xBEBEBE,
                map:texture3
            }),
            cabMatBasic
        );
        var cabyMat = new THREE.MeshFaceMaterial(cabyMaterials);
        var caby = new THREE.Mesh(cabyGeo,cabyMat);
        caby.position.set(-dk/2+1,46,0);

        var cabhGeo = new THREE.BoxGeometry(dk-4,88,2);//后板宽26，高88，厚2
        var cabh = new THREE.Mesh(cabhGeo,cabMatBasic);
        cabh.position.set(0,46,0-dc/2+1);

        var cabsGeo = new THREE.BoxGeometry(dk,2,dc);
        var cabsMaterials = [];
        cabsMaterials.push(
            cabMatBasic,
            cabMatBasic,
            new THREE.MeshLambertMaterial({
                color:0x8E8E8E,
                map:canvasTxture(this.number)//canvas贴图
            }),
            cabMatLambert,
            cabMatLambert,
            cabMatLambert
        );
        var cabsMat = new THREE.MeshFaceMaterial(cabsMaterials);
        var cabs = new THREE.Mesh(cabsGeo,cabsMat);
        cabs.position.set(0,91,0);
        cabs.name = 'cabs';

        cabGroup.add(cabd,cabz,caby,cabh,cabs);//cabGroup不包括机箱门

        //设置机箱门
        var menGroup = new THREE.Group();
        menGroup.position.set(this.x+15,this.y,this.z+20);
        menGroup.name = this.number;//机箱门的名字为输入的编号

        var menGeo = new THREE.BoxGeometry(dk,92,1);//机箱们宽，高，厚
        var mMaterials = [];
        mMaterials.push(
            new THREE.MeshLambertMaterial({color:0x999999}),
            new THREE.MeshLambertMaterial({color:0x999999}),
            new THREE.MeshLambertMaterial({color:0x999999}),
            new THREE.MeshLambertMaterial({color:0x999999}),
            new THREE.MeshLambertMaterial({
                map:THREE.ImageUtils.loadTexture(
                    '{% static "img/rack_front_door.jpg" %}',
                    {},
                    render
                ),
                overdraw:true
            }),
            new THREE.MeshBasicMaterial({
                map:THREE.ImageUtils.loadTexture(
                    '{% static "img/rack_door_back.jpg" %}',
                    {},
                    render
                ),
                overdraw:true
            })
        );

        var menMat = new THREE.MeshFaceMaterial(mMaterials);
        var men = new THREE.Mesh(menGeo,menMat);
        men.name='men';
        men.position.set(-dk/2,46,.5);
        menGroup.add(men);

        scene.add(cabGroup,menGroup);

    }
    var cab1= new Cabient(50,50,'1A01');

    // 可以继续添加机柜
    // var cab2 = new Cabient(-100,100,'1A02');
    // var cab3 = new Cabient(-100,-100,'1B01');



    //构造服务器。参数：所属机柜（如cab1）,高度坐标
    function Server(obj,h){
        this.x = obj.x;
        this.z = obj.z;
        this.y = 0;
        this.h = h;

        var serv2Group = new THREE.Group();
        serv2Group.position.set(this.x ,this.y,this.z);

        //两层的服务器
        var servTexture = THREE.ImageUtils.loadTexture('{% static "img/rack_inside.jpg" %}', {}, render);
        var serv2Geo = new THREE.BoxGeometry(24,3.5,36);//这里服务器的尺寸要跟机箱尺寸对应好
        var servMat = new THREE.MeshBasicMaterial({
            color:0x9AC0CD,
            map:servTexture
        });
        var server2 = new THREE.Mesh(serv2Geo,servMat);//服务器主体
        server2.position.set(0,this.h,2);

        var server2mGeo = new THREE.BoxGeometry(26.4,4,0.2);//服务器面板尺寸
        var smb2Materials = [];
        smb2Materials.push(
            new THREE.MeshBasicMaterial({color:0xffffff}),
            new THREE.MeshBasicMaterial({color:0xffffff}),
            new THREE.MeshBasicMaterial({color:0xffffff}),
            new THREE.MeshBasicMaterial({color:0xffffff}),
            new THREE.MeshBasicMaterial({
                map:THREE.ImageUtils.loadTexture(
                    '{% static "img/server2.jpg" %}',
                    {},
                    render
                ),
                overdraw:true
            }),
            new THREE.MeshBasicMaterial({color:0xffffff})
        );
        var server2mMat = new THREE.MeshFaceMaterial(smb2Materials);//服务器面板材质
        var server2face = new THREE.Mesh(server2mGeo,server2mMat );
        server2face.name= 'ctr2';
        server2face.position.set(0,this.h,36/2+0.2/2+2);
        serv2Group.add(server2,server2face);


        scene.add(serv2Group);


    }

    // 往机柜里加个服务器
    var server1 = new Server(cab1,50);//  突然发现高度好像没对应好，懒，不想算了

    // 往机柜里加个构造交换机
    function Switchboard(obj,h){
        this.x = obj.x;
        this.z = obj.z;
        this.h = h;

        var switchGroup = new THREE.Group();
        switchGroup.position.set(this.x ,0,this.z);
        var switchTexture = THREE.ImageUtils.loadTexture('{% static "img/rack_inside.jpg" %}', {}, render);
        var switchGeo = new THREE.BoxGeometry(24,11.5,36);//交换机主体尺寸，宽厚长，要跟机箱对应
        var switchMat = new THREE.MeshBasicMaterial({
            color:0x9AC0CD,
            map:switchTexture
        });
        var switchBody = new THREE.Mesh(switchGeo,switchMat);
        switchBody.position.set(0,this.h,2);

        var switchmGeo = new THREE.BoxGeometry(26.4,12,0.2);//交换机面板尺寸
        var switchmMat = new THREE.MeshBasicMaterial({//交换机面板材质
            color:0xffffff
        });
        var switchfMaterials = [];
        switchfMaterials.push(
            switchmMat,
            switchmMat,
            switchmMat,
            switchmMat,
            new THREE.MeshBasicMaterial({
                map:THREE.ImageUtils.loadTexture(
                    '{% static "img/switchboard.jpg" %}',
                    {},
                    render
                ),
                overdraw:true
            }),
            switchmMat

        );
        var switchfMat = new THREE.MeshFaceMaterial(switchfMaterials);//交换机面板材质
        var switchface = new THREE.Mesh(switchmGeo,switchfMat);
        switchface.position.set(0,this.h,36/2+0.2/2+2);


        switchGroup.add(switchBody,switchface);
        scene.add(switchGroup);
    }
    var switchboard11 = new Switchboard(cab1,30);


    document.addEventListener('dblclick', onDocumentMouseDown, false);
    function onDocumentMouseDown(event) {
        event.preventDefault();
        //1、先基于我们在屏幕上点击的位置创建一个向量
        var vector = new THREE.Vector3(
            (event.clientX / window.innerWidth ) * 2 - 1,
            -( event.clientY / window.innerHeight ) * 2 + 1,
            0.5
        );
        //2、然后用unproject函数将点击位置转换成Thres.js场景中的坐标
        vector = vector.unproject(camera);
        //3、用THREE.Raycaster对象向点击位置发射光线
        var raycaster = new THREE.Raycaster(camera.position, vector.sub(camera.position).normalize());
        //4、计算射线相机到的对象，可能有多个对象，因此返回的是一个数组，按离相机远近排列
        //将射线投影到屏幕，如果scene.children里的某个或多个形状相交，则返回这些形状
        //第二个参数是设置是否递归，默认是false，也就是不递归。当scene里面添加了Group对象的实例时，就需要设置这个参数为true
        //第一个参数不传scene.children也可以，传一个group.children或一个形状数组都可以（这样可以实现一些特别的效果如点击内部的效果）
        //另外，因为返回的是一个数组，所以遍历数组就可以获得所有相交的对象，当元素重叠时，特别有用
        var intersects = raycaster.intersectObjects(scene.children,true);
        var currObj = intersects[0].object;//currObj为点击到的第一个对象


        //如果这个对象是门
        //如果门是关闭的
        //那么打开，并且移动摄像机位置
        //如果门是打开的
        //那么关闭
        if(currObj.name=='men'){
//            console.log(currObj.parent.name);//currObj.parent是menGroup
            var p1=new THREE.Vector3(currObj.parent.position);//
            var number = currObj.parent.name;

            if(currObj.parent.rotation.y == 0){
                new TWEEN.Tween( currObj.parent.rotation ).to({
                    y: .6*Math.PI
                }, 1500 ).easing( TWEEN.Easing.Elastic.Out).start();
//                console.log(currObj.parent.position);


                controls.target=new THREE.Vector3(
                    currObj.parent.position.x,
                    currObj.parent.position.y+50,
                    currObj.parent.position.z
                );


                //移动相机的位置(有动画)，但是有个问题还不知怎么解决
                // new TWEEN.Tween( camera.position ).to({
                //     x:currObj.parent.position.x-15,
                //     y:currObj.parent.position.y+100,
                //     z:currObj.parent.position.z+130
                // }, 500 ).start();

                camera.position.set(
                    currObj.parent.position.x+15,
                    currObj.parent.position.y+100,
                    currObj.parent.position.z+130
                );

            }else{
                new TWEEN.Tween( currObj.parent.rotation ).to({
                    y: 0
                }, 300 ).start();
            }

            controls.update();

        }

        if(currObj.name=='ctr2'){
           console.log(currObj.parent.position.z);
            var p1=new THREE.Vector3(currObj.parent.position);//

            if(currObj.parent.position.z == 50){
                new TWEEN.Tween( currObj.parent.position ).to({
                    z:currObj.parent.position.z+20
                }, 500 ).easing( TWEEN.Easing.Elastic.Out).start();
//                console.log(currObj.parent.position);

            }else{
                new TWEEN.Tween( currObj.parent.position ).to({
                    z:currObj.parent.position.z-20
                }, 500 ).easing( TWEEN.Easing.Elastic.Out).start();
            }

            controls.update();

        }

        render();
    }


    //视角控制器
    var controls;
    function ctr(){
        controls = new THREE.OrbitControls(camera);
        controls.addEventListener('change',render);
        //相机到原点的最远距离
        controls.maxDistance = 2000;
    }
    ctr();

    function render(){
        TWEEN.update();
        renderer.render(scene,camera);
    }
    render();

    function animate() {
        requestAnimationFrame(animate);
        render();
    }
    animate();


    function onResize() {
        // aspect表示屏幕长宽比
        camera.aspect = window.innerWidth / window.innerHeight;
        camera.updateProjectionMatrix();
        renderer.setSize(window.innerWidth, window.innerHeight);
    }
    // 浏览器变化时画布自适应
    window.addEventListener('resize', onResize, false);
</script>
{% endblock %}